A node to be used for advanced animation transitions in an [AnimationPlayer].
Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
https://godotengine.org/asset-library/asset/678
Manually advance the animations by the specified time (in seconds).
Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation.
If [code]true[/code], the [AnimationTree] will be processing.
The path to the [AnimationPlayer] used for animating.
The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes.
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place.
The root animation node of this [AnimationTree]. See [AnimationNode].
The animations will progress during the physics frame (i.e. [method Node._physics_process]).
The animations will progress during the idle frame (i.e. [method Node._process]).
The animations will only progress manually (see [method advance]).